E-commerce transactions in a virtual environment: virtual transactions

被引:31
作者
Scarle, Simon [1 ]
Arnab, Sylvester [1 ]
Dunwell, Ian [1 ]
Petridis, Panagiotis [1 ]
Protopsaltis, Aristidis [1 ]
de Freitas, Sara [1 ]
机构
[1] Coventry Univ, Serious Games Inst, Coventry CV1 2TL, W Midlands, England
关键词
Electronic commerce; E-commerce; Virtual environments; Virtual worlds; Metaverses; REALITY; WORLD; IMAGERY; MODEL;
D O I
10.1007/s10660-012-9098-4
中图分类号
F [经济];
学科分类号
02 ;
摘要
E-commerce is a fundamental method of doing business, such that for a firm to say it is trading at all in the modern market-place it must have some element of on-line presence. Coupled with this is the explosion of the "population" of Massively Multiplayer On-line Role Playing Games and other shared virtual environments. Many suggest this will lead to a further dimension of commerce: virtual commerce. We discuss here the issues, current roadblocks and present state of an e-commerce transaction carried out completely within a virtual environment; a virtual transaction. Although technically such transactions are in a sense trivial, they raise many other issues in complex ways thus making V-transactions a highly interesting cross-disciplinary issue. We also discuss the social, ethical and regulatory implications for the virtual communities in these environments of such v-transactions, how their implementation affects the nature and management of a virtual environment, and how they represent a fundamental merging of the real and virtual worlds for the purpose of commerce. We highlight the minimal set of features a v-transaction capable virtual environment requires and suggest a model of how in the medium term they could be carried out via a methodology we call click-through, and that the developers of such environments will need to take on the multi-modal behavior of their users, as well as elements of the economic and political sciences in order to fully realize the commercial potential of the v-transaction.
引用
收藏
页码:379 / 407
页数:29
相关论文
共 67 条
[1]  
Angehrn A.A., 1997, EUR MANAG J, V15, P361
[2]  
[Anonymous], 1993, The Virtual Community: Homesteading on the Electronic Frontier
[3]  
Bauwens M, 1994, COMPUTERS LIB, V14, P42
[4]   Bringing virtual reality for commercial Web sites [J].
Bhatt, G .
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES, 2004, 60 (01) :1-15
[5]  
Brynum T. W., 2001, READING CYBERETHICS, P9
[6]  
Bungie. Halo 2, 2004, MICR GAM STUD
[7]  
Bungie. Halo 3, 2007, MICR GAM STUD
[8]  
Bungie. Halo: Combat Evolved, 2001, MICR GAM STUD
[9]   A conceptual model of the sense of presence in virtual environments [J].
Bystrom, KE ;
Barfield, W ;
Hendrix, C .
PRESENCE-TELEOPERATORS AND VIRTUAL ENVIRONMENTS, 1999, 8 (02) :241-244
[10]   As real as real? Macroeconomic behavior in a large-scale virtual world [J].
Castronova, Edward ;
Williams, Dmitri ;
Shen, Cuihua ;
Ratan, Rabindra ;
Xiong, Li ;
Huang, Yun ;
Keegan, Brian .
NEW MEDIA & SOCIETY, 2009, 11 (05) :685-707